From inside a building, looking out at ANOTHER building with an opening showed its back walls missing (see-through to the world): per-building look-in floods only ran for outdoor roots; under an interior root the far building's interior never flooded. Decomp anchor (named-retail, this session's read): retail runs the look-in INSIDE the landscape stage for ANY root - LScape::draw is the FIRST call of PView::DrawCells' outside-view branch (pc:432719), strictly BEFORE the depth clear (pc:432732) and the exit-portal seals (pc:432785). ConstructView(CBldPortal) (0x005a59a0) clips each aperture via GetClip against the INSTALLED view - the accumulated doorway region when looked into from inside - and build_draw_portals_only pass 1 far-Z punches ALL apertures before pass 2 floods + draws any interior cell. The nested DrawCells has an empty outside view (PView ctor draw_landscape=0): no recursive landscape/clear/seal. Port: - GameWindow's per-building gather (frustum pre-gate on Building.PortalBounds) now runs for interior roots too; the root's own doorway self-excludes via the seed eye-side test (the eye is on its interior side). - PortalVisibilityBuilder.BuildFromExterior/ConstructViewBuilding gain seedRegion - the installed-view clip: interior-root look-ins seed against the OutsideView polygons (a building not visible through the doorway never floods); null = full screen (outdoor roots unchanged). - RetailPViewRenderer.DrawBuildingLookIns: a landscape-stage sub-pass (before ClearDepthForInterior + seals) - per building, punch ALL apertures (new DrawLookInPortalPunch callback, always forceFarZ=true, closing the ISSUES "forceFarZ keys on root kind, under-punches" gap), then draw the flooded cells' shells + statics far->near. Look-in frames are NEVER merged into the main frame: a merged cell would draw post-clear and z-fail against the root's seal (the old ledger portShape sketch was wrong on this point). - Look-in cells join the Prepare + partition set so shells have batches and statics route to ByCell (consumed only by the sub-pass; the main cell-object pass iterates the main flood's cells). Register: AP-33 added in the same commit - look-in statics draw WHOLE (no per-part viewcone; over-include is the safe direction) and look-in DYNAMICS are deferred (an NPC inside a far building stays invisible - retail draws objects per overlapped cell in the landscape stage). Pins: Issue124LookInSeedRegionTests on the real corner-building door - a seed region containing the aperture floods (and never more than the full-screen seed), a disjoint region floods NOTHING, and an interior-side eye never seeds its own exit portal. Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the user gate: far-building interiors visible through their apertures from inside; #130 re-gate (top-edge strip) rides the same launch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1027 lines
55 KiB
C#
1027 lines
55 KiB
C#
// PortalVisibilityBuilder.cs
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//
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// Phase A8.F: recursive portal-clip visibility (the builder). Port of retail
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// PView::ConstructView (decomp:433750) -> ClipPortals (433572) -> AddViewToPortals
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// (433446). Walks the portal graph from the camera cell, accumulating a per-cell
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// screen-space CellView; exit portals union their clipped region into OutsideView.
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// GL-free; unit-tested without a GPU context.
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>Per-frame output of the portal-frame BFS.</summary>
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public sealed class PortalVisibilityFrame
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{
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/// <summary>Screen region (NDC) where outdoor terrain/scenery may draw — exit portals
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/// recursively clipped to their portal chain. The cellar-flap fix.</summary>
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public CellView OutsideView { get; } = new();
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/// <summary>Per-cell accumulated clip region, keyed by full cell id (wire-in #2).</summary>
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public Dictionary<uint, CellView> CellViews { get; } = new();
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/// <summary>Visible interior cells in the exact order they were first dequeued from the
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/// distance-priority work list — closest-first (Phase U.2a). Mirrors retail's
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/// PView::cell_draw_list, appended in PView::ConstructView (decomp:433783) as each cell pops
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/// off the nearest-vertex-sorted cell_todo_list (InsCellTodoList 433183). Deduplicated: a cell
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/// appears exactly once, on its first dequeue. The camera cell is always first.</summary>
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public List<uint> OrderedVisibleCells { get; } = new();
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/// <summary>Entry clip regions for other buildings reached through our portals, keyed by the
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/// neighbour cell id that left the camera building's cell set (wire-in #3 / Step 5).</summary>
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public Dictionary<uint, CellView> CrossBuildingViews { get; } = new();
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}
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public static class PortalVisibilityBuilder
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{
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// Side-classification epsilon. Retail's is F_EPSILON = 0.000199999995
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// (const @0x007c8c70; PView::InitCell Ghidra 0x005a4b70). T2 (BR-4)
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// attempted the retail value and the CornerFloodReplay gate REFUTED it:
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// retail's tight epsilon works because retail's viewer cell transits the
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// INSTANT the eye crosses a portal plane (the sweep's curr_cell), so the
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// side test never sees a stale root more than F_EPSILON past a plane. Our
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// root can lag the eye by up to ~1 cm at pressed corners (the harness's
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// fixed-root sweep models this), and 0.01 is that documented root-lag
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// tolerance — NOT a retail constant. Tighten to F_EPSILON only together
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// with eye-exact viewer-cell tracking verification (the #108-membership
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// family) + the cdstW near-clip pin.
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private const float PortalSideEpsilon = 0.01f;
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// Retail F_EPSILON proper — used where the semantic is knife-edge
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// REJECTION (ConstructView(CBldPortal) Sidedness IN_PLANE → return 0,
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// Ghidra 0x005a59a0), which must NOT inherit the root-lag tolerance above
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// (a 1 cm-wide in-plane band would reject look-in seeds whenever the eye
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// stands near a doorway plane).
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private const float SeedInPlaneEpsilon = 0.0002f;
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// TEMP diagnostic (Phase A8.F visual-gate triage; strip after): ACDREAM_A8_DUMP_PV=1 dumps the
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// local→NDC→clipped portal geometry for the first 2 Build calls per distinct camera cell.
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private static readonly bool s_pvDump =
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Environment.GetEnvironmentVariable("ACDREAM_A8_DUMP_PV") == "1";
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private static readonly Dictionary<uint, int> s_pvDumpCount = new();
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/// <summary>
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/// #120 observable: total convergence-tripwire firings across both the
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/// interior <see cref="Build"/> and the exterior look-in propagation.
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/// The tripwire firing means the in-place growth's fixpoint invariant
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/// broke (T2/BR-4) — tests reset this and assert it stays 0.
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/// </summary>
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public static int ConvergenceTripwireCount;
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/// <summary>
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/// #120 self-attribution dump: the growth-recursion path that exceeded
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/// the tripwire, as a per-cell frequency summary plus the chain tail —
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/// the cycle's structure (e.g. 0174↔0175 ping-pong vs a 3-cycle lap)
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/// reads directly off the output.
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/// </summary>
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private static void DumpPropagationChain(uint[] chain, int depth, uint rootCellId, Vector3 eye)
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{
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int n = Math.Min(depth, chain.Length);
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var freq = new Dictionary<uint, int>();
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for (int i = 0; i < n; i++)
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{
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freq.TryGetValue(chain[i], out int c);
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freq[chain[i]] = c + 1;
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}
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var summary = new System.Text.StringBuilder(256);
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foreach (var kvp in freq)
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summary.Append(System.FormattableString.Invariant($" 0x{kvp.Key:X8}x{kvp.Value}"));
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var tail = new System.Text.StringBuilder(256);
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for (int i = Math.Max(0, n - 24); i < n; i++)
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tail.Append(System.FormattableString.Invariant($" 0x{chain[i] & 0xFFFFu:X4}"));
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Console.WriteLine(System.FormattableString.Invariant(
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$"[pv-ERROR] chain root=0x{rootCellId:X8} eye=({eye.X:F3},{eye.Y:F3},{eye.Z:F3}) cells:{summary}"));
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Console.WriteLine($"[pv-ERROR] chain tail(24):{tail}");
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}
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/// <summary>The +Z world lift applied to DRAWN cell shells (z-fighting vs
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/// terrain; applied in GameWindow's cell registration). The visibility
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/// graph stays in PHYSICS (unlifted) space — feeding the lift into portal
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/// planes broke horizontal-portal side tests (#119-residual, f35cb8b).
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/// Draw-space consumers of portal polygons (the OutsideView color gate
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/// here, the seal/punch depth fans in GameWindow) must apply this lift so
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/// they meet the drawn shell's aperture edge — the unlifted gate left a
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/// 2 cm background strip under the drawn lintel (#130).</summary>
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public const float ShellDrawLiftZ = 0.02f;
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/// <param name="lookup">Resolve a full cell id to its LoadedCell, or null if not loaded.</param>
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/// <param name="buildingMembership">Optional: true if a cell id is in the camera building's cell
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/// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
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/// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.</param>
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/// <param name="drawLiftZ">World +Z applied ONLY to the exit-portal projection feeding
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/// <see cref="PortalVisibilityFrame.OutsideView"/> (a draw-space region; see
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/// <see cref="ShellDrawLiftZ"/>). Flood admission, side tests, and CellViews are unaffected.
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/// Production passes <see cref="ShellDrawLiftZ"/>; tests replaying visibility semantics pass 0.</param>
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public static PortalVisibilityFrame Build(
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LoadedCell cameraCell,
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Vector3 cameraPos,
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Func<uint, LoadedCell?> lookup,
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Matrix4x4 viewProj,
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Func<uint, bool>? buildingMembership = null,
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float drawLiftZ = 0f)
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{
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var frame = new PortalVisibilityFrame();
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if (cameraCell == null) return frame;
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// Interior portals never cross landblocks (same invariant as CellVisibility.GetVisibleCells);
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// building-boundary crossings are handled separately via the buildingMembership escape hatch.
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uint lbMask = cameraCell.CellId & 0xFFFF0000u;
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frame.CellViews[cameraCell.CellId] = CellView.FullScreen();
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// Render unification (outdoor-as-cell, 2026-06-07): when the root IS the synthetic outdoor
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// node, the landscape is visible FULL-SCREEN, so seed OutsideView with the full-screen NDC
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// quad. ClipFrameAssembler turns that into a full-screen OutsideView slice, so DrawInside's
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// DrawLandscapeThroughOutsideView draws terrain/sky/scenery/weather as the node's "shell" —
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// the very same callback that already draws the doorway slice when an INTERIOR root reaches
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// outdoors. Keyed on the explicit IsOutdoorNode flag (set by OutdoorCellNode.Build), NOT a
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// cell-id heuristic: production EnvCell ids are >= 0x100 but test fixtures use low interior
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// ids, so an id test would misfire. An interior root never sets this flag, so the indoor
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// exit-portal path (OtherCellId==0xFFFF below) still owns the doorway OutsideView region.
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if (cameraCell.IsOutdoorNode)
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frame.OutsideView.Add(new ViewPolygon((Vector2[])FullScreenQuad.Clone()));
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// Distance-priority work list (retail PView::cell_todo_list). Cells pop closest-first;
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// each cell carries the camera→nearest-portal-vertex distance that put it on the list
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// (retail keys on InitCell's per-portal min-vertex distance, decomp 432988-433004). The
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// camera cell seeds at distance 0 (retail InsCellTodoList(this, arg2, 0f) at 433758) so it
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// always pops first.
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var todo = new CellTodoList();
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todo.Insert(cameraCell, 0f);
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// Fixpoint termination replacing the old MaxReprocessPerCell hard cap. This mirrors the
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// retail portal_view slice offset 0x44 (last-incorporated view-poly watermark) vs 0x38
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// (current view_count) decision in AddViewToPortals (433446): a cell is INSERTED into the
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// todo list exactly once — on first discovery (retail's ecx_5==0 branch calls
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// InsCellTodoList; the ecx_5!=eax_2 growth branch calls AddToCell IN PLACE and never
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// re-enqueues). Later growth into an already-discovered cell is unioned into its CellView but
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// does NOT re-enqueue it — the `cell_view_done` guarantee (ConstructView sets it at 433784
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// the instant a cell is popped). Enqueue-once across the cell set is the hard termination
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// guarantee for cyclic / hub / diamond graphs: at most N cells are ever processed. The
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// camera cell is pre-marked so a portal looping back to it can never re-enqueue it.
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var queued = new HashSet<uint> { cameraCell.CellId };
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var drawListed = new HashSet<uint>();
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var processedViewCounts = new Dictionary<uint, int>();
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var trace = PortalBuildTrace.Start(cameraCell, cameraPos);
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// [portal-churn] apparatus (2026-06-08): when ProbePortalChurnEnabled, accumulate re-enqueue churn
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// + reciprocal pre/post region counts, emitted as one summary line at end of Build. Inert when off.
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bool churnProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbePortalChurnEnabled;
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int churnReenqueues = 0;
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var churnReciprocal = churnProbe ? new System.Text.StringBuilder(256) : null;
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bool pvDump = false;
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if (s_pvDump)
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{
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lock (s_pvDumpCount)
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{
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s_pvDumpCount.TryGetValue(cameraCell.CellId, out int dc);
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if (dc < 2) { s_pvDumpCount[cameraCell.CellId] = dc + 1; pvDump = true; }
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}
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if (pvDump)
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{
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Console.WriteLine($"[pv-dump] camCell=0x{cameraCell.CellId:X8} portals={cameraCell.Portals.Count} polyLists={cameraCell.PortalPolygons.Count} vp[M11={viewProj.M11:F3} M22={viewProj.M22:F3} M33={viewProj.M33:F3} M34={viewProj.M34:F3} M43={viewProj.M43:F3} M44={viewProj.M44:F3}]");
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// Camera-cell portal census (A8.F triage 2026-05-29): report, for EVERY
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// portal, the exact inputs the BFS guards read — BEFORE the guards run, so
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// a portal the loop silently `continue`s past is still visible here. An
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// empty OUTSIDEVIEW can then be traced to the precise gate: polyLen<3 (empty
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// polygon from BuildLoadedCell), interiorSide=false (camera back-facing the
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// portal — a legitimately-empty result, not a bug), or (if both OK) a
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// downstream projection/clip failure shown by the EXIT-PROJ/EXIT-CLIP lines.
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for (int ci = 0; ci < cameraCell.Portals.Count; ci++)
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{
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int plen = ci < cameraCell.PortalPolygons.Count
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? (cameraCell.PortalPolygons[ci]?.Length ?? -1) : -2;
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bool hasPlane = ci < cameraCell.ClipPlanes.Count;
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bool interiorSide = !hasPlane || CameraOnInteriorSide(cameraCell, ci, cameraPos);
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var n = hasPlane ? cameraCell.ClipPlanes[ci].Normal : Vector3.Zero;
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Console.WriteLine($"[pv-dump] CAMPORTAL[{ci}] other=0x{cameraCell.Portals[ci].OtherCellId:X4} polyLen={plen} hasPlane={hasPlane} interiorSide={interiorSide} planeN=({n.X:F3},{n.Y:F3},{n.Z:F3})");
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}
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}
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}
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// T2 (BR-4): retail's growth propagation is IN PLACE, never by re-enqueue
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// — PView::AddViewToPortals (Ghidra 0x005a52d0, pc:433446): first
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// discovery enqueues via InsCellTodoList; growth into a cell whose
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// cell_view_done is set calls AdjustCellView (pc:433741-433745), which
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// re-clips ONLY the new views (the update_count watermark) through that
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// cell's portals immediately. Our processedViewCounts IS that watermark,
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// so in-place propagation = call ProcessCellPortals on the grown
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// neighbour; it processes exactly the new tail and recurses further
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// growth. Termination is physical: recursion fires only when AddRegion
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// added a DISTINCT polygon (CanonicalKey dedup) that survived the 1-px
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// vertex merge — the finite fixpoint floor that replaced the old
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// MaxReprocessPerCell=16 drift cap (deleted). The depth tripwire below
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// is a loud failsafe, not control flow: it firing means the convergence
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// invariant broke and must be fixed, not tuned.
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const int RecursionTripwire = 128;
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// #120 self-attribution: the recursion path (cell id per depth), so a
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// tripwire firing names the growth CYCLE instead of just the tip.
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// Harness sweeps (CornerFloodReplayTests *Converges tests) could not
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// reproduce the T5 firing — production-only ingredients (full lookup
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// graph / real camera path) are suspected; this dump pins them on the
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// next natural occurrence.
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var propagationChain = new uint[RecursionTripwire];
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void ProcessCellPortals(LoadedCell cell, int depth)
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{
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if (depth >= RecursionTripwire)
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{
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System.Threading.Interlocked.Increment(ref ConvergenceTripwireCount);
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Console.WriteLine($"[pv-ERROR] in-place propagation tripwire at depth {depth} on cell=0x{cell.CellId:X8} — convergence invariant broken, investigate");
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DumpPropagationChain(propagationChain, depth, cameraCell.CellId, cameraPos);
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return;
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}
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propagationChain[depth] = cell.CellId;
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if (!frame.CellViews.TryGetValue(cell.CellId, out var currentView) || currentView.IsEmpty)
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{
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trace?.Add($"proc cell=0x{cell.CellId:X8} skip=no-view");
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return;
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}
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processedViewCounts.TryGetValue(cell.CellId, out int processedCount);
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int endCount = currentView.Polygons.Count;
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if (processedCount >= endCount)
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{
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trace?.Add($"proc cell=0x{cell.CellId:X8} skip=processed processed={processedCount} views={endCount}");
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return;
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}
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trace?.Add($"proc cell=0x{cell.CellId:X8} processed={processedCount}->{endCount} depth={depth}");
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var activeViewPolygons = currentView.Polygons.GetRange(processedCount, endCount - processedCount);
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processedViewCounts[cell.CellId] = endCount;
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for (int i = 0; i < cell.Portals.Count; i++)
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{
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var portal = cell.Portals[i];
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if (i >= cell.PortalPolygons.Count)
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{
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trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=no-poly-slot");
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continue;
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}
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var poly = cell.PortalPolygons[i];
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if (poly == null || poly.Length < 3)
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{
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trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=degenerate-poly len={(poly?.Length ?? -1)}");
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continue;
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}
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bool dx = pvDump && cell.Portals[i].OtherCellId == 0xFFFF;
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// (R-A2b Phase 1 pin, throwaway) Log the side-test inputs for EVERY portal so a back-portal
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// traversal (cell=0x..0173 p->0x0171) can be attributed to the side test.
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// Strip with the rest of the [pv-trace] apparatus.
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if (trace != null)
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{
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bool camInterior = i >= cell.ClipPlanes.Count || CameraOnInteriorSide(cell, i, cameraPos);
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float sideD = (i < cell.ClipPlanes.Count && cell.ClipPlanes[i].Normal.LengthSquared() >= 1e-8f)
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? Vector3.Dot(cell.ClipPlanes[i].Normal, Vector3.Transform(cameraPos, cell.InverseWorldTransform)) + cell.ClipPlanes[i].D
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: float.NaN;
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trace.Add($"sidechk cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} camInterior={camInterior} D={(float.IsNaN(sideD) ? "na" : sideD.ToString("F2"))}");
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}
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// Portal-side test (retail PView::InitCell side test, decomp:432962): only traverse a portal
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// the camera is on the INTERIOR side of. Retail culls the back-facing portal (the doorway just
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// flooded through) by this test ALONE — there is NO eye-in-opening bypass. R-A2b: the old
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// `&& !eyeInsideOpening` bypass let a back portal within 1.75 m through, forming the
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// 0171<->0173 flood cycle -> re-enqueue churn -> the doorway flap (pinned in flap-sidechk.log:
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// back portals show camInterior=False eyeIn=True).
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if (i < cell.ClipPlanes.Count
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&& !CameraOnInteriorSide(cell, i, cameraPos))
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{
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trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=side");
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if (dx) Console.WriteLine($"[pv-dump] EXIT-CULLED(side) cell=0x{cell.CellId:X8} p{i} localN={poly.Length} hasClipPlane={(i < cell.ClipPlanes.Count)}");
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continue;
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}
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// Retail PView::ClipPortals calls GetClip(..., finish=1): transform to
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// homogeneous clip space, clip at the eye, then clip against the current
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// portal_view region before the divide. Do the same here; the old early
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// ProjectToNdc + 2D intersect path is too unstable for near/grazing doorways.
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var clippedRegion = ClipPortalAgainstView(
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poly,
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cell.WorldTransform,
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viewProj,
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activeViewPolygons,
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out int clipVerts);
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if (dx) Console.WriteLine($"[pv-dump] EXIT-PROJ cell=0x{cell.CellId:X8} p{i} localN={poly.Length} clipN={clipVerts} local0=({poly[0].X:F2},{poly[0].Y:F2},{poly[0].Z:F2})");
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if (dx) Console.WriteLine($"[pv-dump] EXIT-CLIP cell=0x{cell.CellId:X8} p{i} currentViewPolys={currentView.Polygons.Count} clipResult={clippedRegion.Count}");
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// Empty clip = no flood through this portal, period — retail's empty-GetClip rule
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// (polyClipFinish <3 survivors → reject; ClipPortals adds no view). The
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// EyeInsidePortalOpening rescue that used to substitute the current view here was
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// the documented compensation for ProjectToClip's old EyePlaneW=1e-4 divergence
|
|
// from polyClipFinish's exact W=0 clip; with the W=0 port (2026-06-11, pseudocode
|
|
// at docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md) an eye-crossing
|
|
// portal projects to its true half-region and the rescue is DELETED.
|
|
if (clippedRegion.Count == 0)
|
|
{
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=clip-empty clipVerts={clipVerts}");
|
|
continue;
|
|
}
|
|
|
|
if (portal.OtherCellId == 0xFFFF)
|
|
{
|
|
if (pvDump)
|
|
{
|
|
Console.WriteLine($"[pv-dump] EXIT cell=0x{cell.CellId:X8} p{i} localN={poly.Length} clipVerts={clipVerts} clipPolys={clippedRegion.Count}");
|
|
Console.WriteLine($"[pv-dump] local=[{string.Join(" ", System.Array.ConvertAll(poly, v => $"({v.X:F2},{v.Y:F2},{v.Z:F2})"))}]");
|
|
foreach (var cp in clippedRegion)
|
|
Console.WriteLine($"[pv-dump] clipped({cp.Vertices.Length})=[{string.Join(" ", System.Array.ConvertAll((Vector2[])cp.Vertices, v => $"({v.X:F3},{v.Y:F3})"))}]");
|
|
}
|
|
// Exit portal -> outdoors visible through this (clipped) opening.
|
|
// OutsideView gates DRAWN color (terrain/sky/scissor), and the
|
|
// shell that rasterizes this aperture draws +drawLiftZ above
|
|
// the physics transform — project the region in the SAME
|
|
// lifted space or terrain stops a lift-height short of the
|
|
// drawn lintel (#130 strip). Flood semantics keep the
|
|
// unlifted clippedRegion path above.
|
|
var outsideRegion = drawLiftZ == 0f
|
|
? clippedRegion
|
|
: ClipPortalAgainstView(
|
|
poly,
|
|
cell.WorldTransform * Matrix4x4.CreateTranslation(0f, 0f, drawLiftZ),
|
|
viewProj,
|
|
activeViewPolygons,
|
|
out _);
|
|
AddRegion(frame.OutsideView, outsideRegion);
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={outsideRegion.Count} clipVerts={clipVerts}");
|
|
continue;
|
|
}
|
|
|
|
uint neighbourId = lbMask | portal.OtherCellId;
|
|
|
|
// Cross-building boundary: route to CrossBuildingViews, don't continue in-building BFS.
|
|
// (Cross-building entry is retail's CBldPortal/AddToCell channel, not OtherPortalClip;
|
|
// the reciprocal clip below is interior-cell-to-cell only, matching the OtherPortalClip
|
|
// call inside ConstructView at decomp:433692.)
|
|
if (buildingMembership != null && !buildingMembership(neighbourId))
|
|
{
|
|
var xview = GetOrCreate(frame.CrossBuildingViews, neighbourId);
|
|
bool grewCross = AddRegion(xview, clippedRegion);
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{neighbourId:X8} crossBldg polys={clippedRegion.Count} grew={grewCross}");
|
|
continue;
|
|
}
|
|
|
|
var neighbour = lookup(neighbourId);
|
|
if (neighbour == null)
|
|
{
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{neighbourId:X8} skip=lookup-miss polys={clippedRegion.Count}");
|
|
continue;
|
|
}
|
|
|
|
// Phase U.2b — neighbour-side OtherPortalClip (retail PView::OtherPortalClip
|
|
// decomp:433524). The portal opening seen from THIS cell may be wider than the
|
|
// SAME opening seen from the neighbour (skewed/oblique apertures), so retail
|
|
// re-clips the already-near-side-clipped region against the neighbour's matching
|
|
// (reciprocal) portal polygon — the propagated region is the intersection of the
|
|
// opening "seen from A" AND "seen from B". This can only TIGHTEN, never widen, and
|
|
// degrades to the prior near-side-only region when the reciprocal is unresolvable
|
|
// (over-include is the safe default). The reciprocal is the portal at index
|
|
// `portal.OtherPortalId` in the NEIGHBOUR's portal list — retail's direct back-link
|
|
// (arg2->other_portal_id, 433557), NOT a scan for the first OtherCellId match. The
|
|
// direct index is what lets a cell with TWO portals to the same neighbour clip each
|
|
// opening against its OWN reciprocal instead of the first one. Mutates clippedRegion
|
|
// in place before the union below.
|
|
// T2 (BR-4): reciprocal-empty culls — retail OtherPortalClip
|
|
// returning nothing means the opening is invisible from the
|
|
// neighbour's side; the old eye-in-opening restore was part of
|
|
// the deleted rescue.
|
|
int preReciprocalCount = clippedRegion.Count;
|
|
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, portal.Flags, neighbour, viewProj);
|
|
if (churnProbe)
|
|
churnReciprocal!.Append(System.FormattableString.Invariant(
|
|
$" recip[0x{neighbourId:X8} {preReciprocalCount}->{clippedRegion.Count}]"));
|
|
if (clippedRegion.Count == 0)
|
|
{
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{neighbourId:X8} skip=reciprocal-empty pre={preReciprocalCount} otherPortal={portal.OtherPortalId}");
|
|
continue;
|
|
}
|
|
|
|
// Union the clipped region into the neighbour's accumulated view.
|
|
var nview = GetOrCreate(frame.CellViews, neighbourId);
|
|
bool grew = AddRegion(nview, clippedRegion);
|
|
bool inserted = false;
|
|
bool inPlace = false;
|
|
float dist = float.NaN;
|
|
|
|
if (grew)
|
|
{
|
|
// First discovery → enqueue once (retail InsCellTodoList in
|
|
// the ecx_5==0 branch). Distance = camera→nearest portal-
|
|
// opening vertex (retail InitCell min-vertex distance,
|
|
// pc:432988-433004).
|
|
if (queued.Add(neighbourId))
|
|
{
|
|
dist = NearestPortalVertexDistance(poly, cell.WorldTransform, cameraPos);
|
|
todo.Insert(neighbour, dist);
|
|
inserted = true;
|
|
}
|
|
// Growth into an already-POPPED cell → retail AdjustCellView:
|
|
// process only the new views, immediately, in place. A cell
|
|
// discovered but still pending in the todo list needs nothing
|
|
// — its pop processes everything to date via the watermark.
|
|
else if (drawListed.Contains(neighbourId))
|
|
{
|
|
inPlace = true;
|
|
if (churnProbe) churnReenqueues++;
|
|
ProcessCellPortals(neighbour, depth + 1);
|
|
}
|
|
}
|
|
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{neighbourId:X8} addCell polys={clippedRegion.Count} clipVerts={clipVerts} recip={preReciprocalCount}->{clippedRegion.Count} grew={grew} queued={inserted} inPlace={inPlace} dist={(float.IsNaN(dist) ? "na" : dist.ToString("F2"))}");
|
|
}
|
|
}
|
|
|
|
while (todo.Count > 0)
|
|
{
|
|
var cell = todo.PopNearest();
|
|
|
|
// Single pop per cell (enqueue-once) IS the cell's closest-first
|
|
// draw position (retail appends to cell_draw_list once per pop,
|
|
// pc:433783). Note: retail also RE-SORTS the draw list when a
|
|
// late-grown cell's dependency order changes (AdjustCellPlace,
|
|
// pc:433247); we keep first-pop order — under T1's whole-cell
|
|
// far→near draws + depth testing, order affects only transparent-
|
|
// pass compositing in exotic chains (documented residual for T5).
|
|
if (drawListed.Add(cell.CellId))
|
|
frame.OrderedVisibleCells.Add(cell.CellId);
|
|
trace?.Add($"pop cell=0x{cell.CellId:X8} drawPos={frame.OrderedVisibleCells.Count - 1}");
|
|
|
|
ProcessCellPortals(cell, 0);
|
|
}
|
|
|
|
if (pvDump)
|
|
Console.WriteLine($"[pv-dump] OUTSIDEVIEW polys={frame.OutsideView.Polygons.Count} bfsCellViews={frame.CellViews.Count} crossBldg={frame.CrossBuildingViews.Count}");
|
|
|
|
// Phase U.4c flap probe (ACDREAM_PROBE_FLAP) — read-only per-frame snapshot of the
|
|
// root cell's per-portal side-test + projection + the frame's exit/visible counts.
|
|
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
|
|
EmitFlapProbe(cameraCell, cameraPos, viewProj, frame);
|
|
trace?.Emit(frame);
|
|
|
|
if (churnProbe)
|
|
{
|
|
// T2: pops are enqueue-once now; churnReenqueues counts retail-style
|
|
// IN-PLACE propagations (AdjustCellView equivalents) instead.
|
|
Console.WriteLine(System.FormattableString.Invariant(
|
|
$"[portal-churn] root=0x{cameraCell.CellId:X8} cells={frame.OrderedVisibleCells.Count} inPlaceProps={churnReenqueues}") + churnReciprocal);
|
|
}
|
|
|
|
return frame;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a portal visibility frame for an OUTDOOR viewer looking into one or more
|
|
/// outside-facing cell portals. This is the reciprocal of <see cref="Build"/>:
|
|
/// the seed view is the projected exit-portal opening instead of a full-screen
|
|
/// camera cell. It keeps the same retail distance-priority traversal and
|
|
/// neighbour reciprocal clipping once inside the building.
|
|
/// </summary>
|
|
/// <param name="seedRegion">Optional NDC region the seed apertures clip against —
|
|
/// retail's GetClip runs under the CURRENTLY INSTALLED view (PView::GetClip
|
|
/// 0x005a4320): full screen when the viewer is outdoors, the accumulated
|
|
/// outside (doorway) view when a building is looked into from an interior
|
|
/// root (#124). Null = full screen (the outdoor-root behavior).</param>
|
|
public static PortalVisibilityFrame BuildFromExterior(
|
|
IEnumerable<LoadedCell> candidateCells,
|
|
Vector3 cameraPos,
|
|
Func<uint, LoadedCell?> lookup,
|
|
Matrix4x4 viewProj,
|
|
float maxSeedDistance = float.PositiveInfinity,
|
|
IReadOnlyList<ViewPolygon>? seedRegion = null)
|
|
{
|
|
var frame = new PortalVisibilityFrame();
|
|
var todo = new CellTodoList();
|
|
var queued = new HashSet<uint>();
|
|
var drawListed = new HashSet<uint>();
|
|
var processedViewCounts = new Dictionary<uint, int>();
|
|
|
|
foreach (var cell in candidateCells)
|
|
{
|
|
if (cell is null) continue;
|
|
|
|
for (int i = 0; i < cell.Portals.Count; i++)
|
|
{
|
|
var portal = cell.Portals[i];
|
|
if (portal.OtherCellId != 0xFFFF)
|
|
continue;
|
|
if (i >= cell.PortalPolygons.Count)
|
|
continue;
|
|
|
|
var poly = cell.PortalPolygons[i];
|
|
if (poly == null || poly.Length < 3)
|
|
continue;
|
|
|
|
// Exterior peering starts from the OUTSIDE face of an exit portal.
|
|
// If the camera is on the cell-interior side, the normal indoor
|
|
// DrawInside path owns this portal instead. T2 (BR-4): a seed
|
|
// portal the eye is IN-PLANE with (|dist| <= F_EPSILON) rejects
|
|
// OUTRIGHT — retail ConstructView(CBldPortal) returns 0 on
|
|
// Sidedness IN_PLANE (Ghidra 0x005a59a0); no degenerate view is
|
|
// ever built from a knife-edge aperture.
|
|
if (i < cell.ClipPlanes.Count)
|
|
{
|
|
if (CameraOnInteriorSide(cell, i, cameraPos))
|
|
continue;
|
|
if (EyeInPlaneOfPortal(cell, i, cameraPos))
|
|
continue;
|
|
}
|
|
|
|
float seedDistance = NearestPortalVertexDistance(poly, cell.WorldTransform, cameraPos);
|
|
if (seedDistance > maxSeedDistance)
|
|
continue;
|
|
|
|
var clippedRegion = ClipPortalAgainstView(
|
|
poly,
|
|
cell.WorldTransform,
|
|
viewProj,
|
|
seedRegion ?? FullScreenRegion,
|
|
out _);
|
|
|
|
// T2 (BR-4): empty clip = no seed, no exceptions (retail's
|
|
// empty-GetClip rule; the full-screen substitute rescue is
|
|
// deleted — see Build()).
|
|
if (clippedRegion.Count == 0)
|
|
continue;
|
|
|
|
var seedView = GetOrCreate(frame.CellViews, cell.CellId);
|
|
bool grew = AddRegion(seedView, clippedRegion);
|
|
|
|
if (grew && queued.Add(cell.CellId))
|
|
todo.Insert(cell, seedDistance);
|
|
}
|
|
}
|
|
|
|
// T2 (BR-4): in-place growth propagation — mirrors Build()'s
|
|
// ProcessCellPortals (retail AdjustCellView via the watermark); the
|
|
// re-enqueue + MaxReprocessPerCell cap and the eye-in-opening rescues
|
|
// are deleted (empty clip culls, period).
|
|
const int RecursionTripwire = 128;
|
|
var propagationChain = new uint[RecursionTripwire]; // #120 self-attribution — see Build()
|
|
|
|
void ProcessCellPortals(LoadedCell cell, int depth)
|
|
{
|
|
if (depth >= RecursionTripwire)
|
|
{
|
|
System.Threading.Interlocked.Increment(ref ConvergenceTripwireCount);
|
|
Console.WriteLine($"[pv-ERROR] look-in in-place propagation tripwire at depth {depth} on cell=0x{cell.CellId:X8} — convergence invariant broken, investigate");
|
|
DumpPropagationChain(propagationChain, depth, 0u, cameraPos);
|
|
return;
|
|
}
|
|
propagationChain[depth] = cell.CellId;
|
|
if (!frame.CellViews.TryGetValue(cell.CellId, out var currentView) || currentView.IsEmpty)
|
|
return;
|
|
|
|
processedViewCounts.TryGetValue(cell.CellId, out int processedCount);
|
|
int endCount = currentView.Polygons.Count;
|
|
if (processedCount >= endCount)
|
|
return;
|
|
|
|
var activeViewPolygons = currentView.Polygons.GetRange(processedCount, endCount - processedCount);
|
|
processedViewCounts[cell.CellId] = endCount;
|
|
uint lbMask = cell.CellId & 0xFFFF0000u;
|
|
|
|
for (int i = 0; i < cell.Portals.Count; i++)
|
|
{
|
|
if (i >= cell.PortalPolygons.Count)
|
|
continue;
|
|
|
|
var poly = cell.PortalPolygons[i];
|
|
if (poly == null || poly.Length < 3)
|
|
continue;
|
|
|
|
var portal = cell.Portals[i];
|
|
if (portal.OtherCellId == 0xFFFF)
|
|
continue; // already outdoors; exterior terrain was drawn by the caller.
|
|
|
|
// R-A2b: cull back portals by the side test alone — see Build().
|
|
if (i < cell.ClipPlanes.Count
|
|
&& !CameraOnInteriorSide(cell, i, cameraPos))
|
|
continue;
|
|
|
|
var clippedRegion = ClipPortalAgainstView(
|
|
poly,
|
|
cell.WorldTransform,
|
|
viewProj,
|
|
activeViewPolygons,
|
|
out _);
|
|
|
|
if (clippedRegion.Count == 0)
|
|
continue;
|
|
|
|
uint neighbourId = lbMask | portal.OtherCellId;
|
|
var neighbour = lookup(neighbourId);
|
|
if (neighbour == null)
|
|
continue;
|
|
|
|
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, portal.Flags, neighbour, viewProj);
|
|
if (clippedRegion.Count == 0)
|
|
continue;
|
|
|
|
var nview = GetOrCreate(frame.CellViews, neighbourId);
|
|
bool grew = AddRegion(nview, clippedRegion);
|
|
|
|
if (grew)
|
|
{
|
|
if (queued.Add(neighbourId))
|
|
{
|
|
float dist = NearestPortalVertexDistance(poly, cell.WorldTransform, cameraPos);
|
|
todo.Insert(neighbour, dist);
|
|
}
|
|
else if (drawListed.Contains(neighbourId))
|
|
{
|
|
ProcessCellPortals(neighbour, depth + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
while (todo.Count > 0)
|
|
{
|
|
var cell = todo.PopNearest();
|
|
|
|
if (drawListed.Add(cell.CellId))
|
|
frame.OrderedVisibleCells.Add(cell.CellId);
|
|
|
|
ProcessCellPortals(cell, 0);
|
|
}
|
|
|
|
return frame;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retail per-building flood — <c>PView::ConstructView(CBldPortal*, …)</c> (decomp:433827),
|
|
/// reached from <c>BSPPORTAL::portal_draw_portals_only</c> (0x53d870) → <c>DrawPortal</c>
|
|
/// (0x5a5ab0) during the terrain BSP walk. Floods ONE building's cells from its outside-facing
|
|
/// entrance portal(s). Identical machinery to <see cref="BuildFromExterior"/>, but the CONTRACT is
|
|
/// per-building: the caller passes exactly one building's cells, so the seed is that building's
|
|
/// FINITE entrance opening (bounded flood depth → the stable ~2-cell view retail draws per visible
|
|
/// building, measured live §3.4). This differs from the synthetic outdoor node's single unified
|
|
/// flood whose full-screen-ish seed reaches variable depth into a building as the eye moves — the
|
|
/// 2↔6 oscillation. Robustness is validated by the conformance test, not assumed.
|
|
/// </summary>
|
|
public static PortalVisibilityFrame ConstructViewBuilding(
|
|
IEnumerable<LoadedCell> buildingCells,
|
|
Vector3 cameraPos,
|
|
Func<uint, LoadedCell?> lookup,
|
|
Matrix4x4 viewProj,
|
|
float maxSeedDistance = float.PositiveInfinity,
|
|
IReadOnlyList<ViewPolygon>? seedRegion = null)
|
|
=> BuildFromExterior(buildingCells, cameraPos, lookup, viewProj, maxSeedDistance, seedRegion);
|
|
|
|
// The NDC [-1,1] viewport quad (CCW), reused by the flap probe's clip recompute.
|
|
private static readonly Vector2[] FullScreenQuad =
|
|
{ new Vector2(-1f, -1f), new Vector2(1f, -1f), new Vector2(1f, 1f), new Vector2(-1f, 1f) };
|
|
|
|
private static readonly ViewPolygon[] FullScreenRegion =
|
|
{ new ViewPolygon(FullScreenQuad) };
|
|
|
|
private static List<ViewPolygon> ClipPortalAgainstView(
|
|
Vector3[] localPoly,
|
|
Matrix4x4 cellToWorld,
|
|
Matrix4x4 viewProj,
|
|
IReadOnlyList<ViewPolygon> viewPolygons,
|
|
out int clipVertexCount)
|
|
{
|
|
var portalClip = PortalProjection.ProjectToClip(localPoly, cellToWorld, viewProj);
|
|
clipVertexCount = portalClip.Length;
|
|
var clippedRegion = new List<ViewPolygon>();
|
|
if (portalClip.Length < 3)
|
|
return clippedRegion;
|
|
|
|
foreach (var vp in viewPolygons)
|
|
{
|
|
if (vp.IsEmpty)
|
|
continue;
|
|
|
|
var clipped = PortalProjection.ClipToRegion(portalClip, vp.Vertices);
|
|
if (clipped.Length >= 3)
|
|
clippedRegion.Add(new ViewPolygon(clipped));
|
|
}
|
|
|
|
return clippedRegion;
|
|
}
|
|
|
|
private const int PortalTraceEmitLimit = 160;
|
|
private static readonly object s_portalTraceLock = new();
|
|
private static readonly Dictionary<uint, string> s_portalTraceLastSignature = new();
|
|
private static int s_portalTraceEmits;
|
|
|
|
private sealed class PortalBuildTrace
|
|
{
|
|
private readonly uint _rootCellId;
|
|
private readonly Vector3 _eye;
|
|
private readonly List<string> _lines = new();
|
|
|
|
private PortalBuildTrace(uint rootCellId, Vector3 eye)
|
|
{
|
|
_rootCellId = rootCellId;
|
|
_eye = eye;
|
|
}
|
|
|
|
public static PortalBuildTrace? Start(LoadedCell root, Vector3 eye)
|
|
{
|
|
if (!AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
|
|
return null;
|
|
if (!IsHoltburgIndoorProbeCell(root.CellId))
|
|
return null;
|
|
return new PortalBuildTrace(root.CellId, eye);
|
|
}
|
|
|
|
public void Add(string line)
|
|
{
|
|
if (_lines.Count < 96)
|
|
_lines.Add(line);
|
|
}
|
|
|
|
public void Emit(PortalVisibilityFrame frame)
|
|
{
|
|
string signature = BuildSignature(frame);
|
|
lock (s_portalTraceLock)
|
|
{
|
|
if (s_portalTraceEmits >= PortalTraceEmitLimit)
|
|
return;
|
|
if (s_portalTraceLastSignature.TryGetValue(_rootCellId, out var last) &&
|
|
string.Equals(last, signature, StringComparison.Ordinal))
|
|
return;
|
|
s_portalTraceLastSignature[_rootCellId] = signature;
|
|
s_portalTraceEmits++;
|
|
}
|
|
|
|
Console.WriteLine($"[pv-trace] root=0x{_rootCellId:X8} eye=({_eye.X:F2},{_eye.Y:F2},{_eye.Z:F2}) {signature}");
|
|
foreach (var line in _lines)
|
|
Console.WriteLine("[pv-trace] " + line);
|
|
}
|
|
}
|
|
|
|
private static bool IsHoltburgIndoorProbeCell(uint cellId)
|
|
{
|
|
if ((cellId & 0xFFFF0000u) != 0xA9B40000u)
|
|
return false;
|
|
uint low = cellId & 0xFFFFu;
|
|
return low >= 0x016F && low <= 0x0175;
|
|
}
|
|
|
|
private static string BuildSignature(PortalVisibilityFrame frame)
|
|
{
|
|
var sb = new System.Text.StringBuilder(160);
|
|
sb.Append("outPolys=").Append(frame.OutsideView.Polygons.Count);
|
|
sb.Append(" cells=[");
|
|
for (int i = 0; i < frame.OrderedVisibleCells.Count; i++)
|
|
{
|
|
if (i != 0) sb.Append(',');
|
|
sb.Append("0x").Append((frame.OrderedVisibleCells[i] & 0xFFFFu).ToString("X4"));
|
|
}
|
|
sb.Append("] views=[");
|
|
bool first = true;
|
|
foreach (var kvp in frame.CellViews)
|
|
{
|
|
if (!first) sb.Append(',');
|
|
first = false;
|
|
sb.Append("0x").Append((kvp.Key & 0xFFFFu).ToString("X4")).Append(':').Append(kvp.Value.Polygons.Count);
|
|
}
|
|
sb.Append(']');
|
|
return sb.ToString();
|
|
}
|
|
|
|
// Phase U.4c flap probe. One [flap] line per Build: the root cell's per-portal
|
|
// signed distance D (eye→portal plane), traverse/cull decision, and NDC projection
|
|
// vertex count, plus the frame's OutsideView polygon count + visible-cell count.
|
|
// `localEye` is the eye in root-local space — its component along an interior portal
|
|
// plane reveals when the eye has crossed past that plane (the stale-root region that
|
|
// makes the side test cull a still-needed portal). Read-only recompute; no effect on
|
|
// the returned frame. Throwaway apparatus — strip with the probe.
|
|
private static void EmitFlapProbe(
|
|
LoadedCell cameraCell, Vector3 cameraPos, Matrix4x4 viewProj, PortalVisibilityFrame frame)
|
|
{
|
|
var localEye = Vector3.Transform(cameraPos, cameraCell.InverseWorldTransform);
|
|
var sb = new System.Text.StringBuilder(220);
|
|
sb.Append("[flap] root=0x").Append(cameraCell.CellId.ToString("X8"));
|
|
sb.Append(" eye=(").Append(cameraPos.X.ToString("F2")).Append(',')
|
|
.Append(cameraPos.Y.ToString("F2")).Append(',').Append(cameraPos.Z.ToString("F2")).Append(')');
|
|
sb.Append(" localEye=(").Append(localEye.X.ToString("F2")).Append(',')
|
|
.Append(localEye.Y.ToString("F2")).Append(',').Append(localEye.Z.ToString("F2")).Append(')');
|
|
for (int i = 0; i < cameraCell.Portals.Count; i++)
|
|
{
|
|
var portal = cameraCell.Portals[i];
|
|
float d = float.NaN;
|
|
bool side = true;
|
|
if (i < cameraCell.ClipPlanes.Count && cameraCell.ClipPlanes[i].Normal.LengthSquared() >= 1e-8f)
|
|
{
|
|
var pl = cameraCell.ClipPlanes[i];
|
|
d = Vector3.Dot(pl.Normal, localEye) + pl.D;
|
|
side = CameraOnInteriorSide(cameraCell, i, cameraPos);
|
|
}
|
|
// Replicate the walk's faithful path exactly (ProjectToClip → ClipToRegion(FullScreen)) so
|
|
// proj/clip mean the same as production: proj = clip-space verts in front of the eye,
|
|
// clip = verts surviving the screen-region clip. clip=0 with proj>=3 ⇒ the portal is
|
|
// genuinely off-screen; the ndc coords (post-clip, bounded) show where on screen it lands.
|
|
int projN = -1, clipN = -1;
|
|
string ndcText = "";
|
|
if (i < cameraCell.PortalPolygons.Count)
|
|
{
|
|
var poly = cameraCell.PortalPolygons[i];
|
|
if (poly != null && poly.Length >= 3)
|
|
{
|
|
var clip = PortalProjection.ProjectToClip(poly, cameraCell.WorldTransform, viewProj);
|
|
projN = clip.Length;
|
|
if (clip.Length >= 3)
|
|
{
|
|
var ndc = PortalProjection.ClipToRegion(clip, FullScreenQuad);
|
|
clipN = ndc.Length;
|
|
var ns = new System.Text.StringBuilder(48);
|
|
foreach (var v in ndc) ns.Append('(').Append(v.X.ToString("F1")).Append(',').Append(v.Y.ToString("F1")).Append(')');
|
|
ndcText = ns.ToString();
|
|
}
|
|
}
|
|
}
|
|
sb.Append(" | p").Append(i).Append("->0x").Append(portal.OtherCellId.ToString("X4"));
|
|
sb.Append(" D=").Append(float.IsNaN(d) ? "na" : d.ToString("F2"));
|
|
sb.Append(side ? " TRV" : " CULL");
|
|
sb.Append(" proj=").Append(projN).Append(" clip=").Append(clipN);
|
|
if (ndcText.Length > 0) sb.Append(" ndc=").Append(ndcText);
|
|
}
|
|
sb.Append(" || outPolys=").Append(frame.OutsideView.Polygons.Count);
|
|
sb.Append(" vis=").Append(frame.OrderedVisibleCells.Count);
|
|
Console.WriteLine(sb.ToString());
|
|
}
|
|
|
|
// Mirrors CellVisibility's portal-side test (InsideSide convention).
|
|
// In-plane (|dot| <= PortalSideEpsilon) counts as interior-side — retail
|
|
// InitCell leaves the in-plane case a CANDIDATE for cell portals (Ghidra
|
|
// 0x005a4b70); building/exterior SEED portals additionally reject in-plane
|
|
// via EyeInPlaneOfPortal (retail ConstructView(CBldPortal) IN_PLANE → 0).
|
|
private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
|
|
{
|
|
var plane = cell.ClipPlanes[portalIndex];
|
|
if (plane.Normal.LengthSquared() < 1e-8f) return true; // no usable plane → allow
|
|
var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
|
|
float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
|
|
return plane.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
|
|
}
|
|
|
|
// T2 (BR-4): retail ConstructView(CBldPortal)'s Sidedness IN_PLANE reject
|
|
// (Ghidra 0x005a59a0): |eye·N + d| <= F_EPSILON → the building/exterior
|
|
// portal contributes nothing this frame (knife-edge aperture). Uses the
|
|
// true retail epsilon, NOT the side test's root-lag tolerance.
|
|
private static bool EyeInPlaneOfPortal(LoadedCell cell, int portalIndex, Vector3 cameraPos)
|
|
{
|
|
var plane = cell.ClipPlanes[portalIndex];
|
|
if (plane.Normal.LengthSquared() < 1e-8f) return false;
|
|
var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
|
|
float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
|
|
return MathF.Abs(dot) <= SeedInPlaneEpsilon;
|
|
}
|
|
|
|
// Reverse vertex order in place if the polygon is wound clockwise (signed area < 0).
|
|
private static void EnsureCcw(Vector2[] poly)
|
|
{
|
|
float area2 = 0f;
|
|
for (int i = 0; i < poly.Length; i++)
|
|
{
|
|
var p = poly[i]; var q = poly[(i + 1) % poly.Length];
|
|
area2 += p.X * q.Y - q.X * p.Y;
|
|
}
|
|
if (area2 < 0f) Array.Reverse(poly);
|
|
}
|
|
|
|
// Phase U.2b — reciprocal OtherPortalClip (retail PView::OtherPortalClip decomp:433524).
|
|
// Resolves the neighbour's reciprocal back-portal by DIRECT INDEX (`otherPortalId`), projects
|
|
// that reciprocal polygon through the NEIGHBOUR's world transform to NDC, and intersects it into
|
|
// every polygon of `clippedRegion` (already clipped against the near-side opening + current
|
|
// view). The net region is "opening seen from the near cell" ∩ "opening seen from the
|
|
// neighbour" — a strict tightening that prevents over-inclusion through skewed apertures.
|
|
//
|
|
// `otherPortalId` is the near-side portal's reciprocal back-link, straight from the dat's
|
|
// CellPortal.OtherPortalId. Retail indexes the neighbour's portal array with it directly —
|
|
// `portals->portal[arg2->other_portal_id ...]` at 005a54b2/005a54f6 — rather than scanning for
|
|
// the first OtherCellId match. A scan picks the FIRST back-portal for EVERY near-side portal to
|
|
// the same neighbour, so a cell with two openings into one neighbour clips both against the same
|
|
// (first) reciprocal — hiding the second opening when the apertures are disjoint (under-inclusion
|
|
// bug #102 M-4). The direct index gives each opening its own reciprocal.
|
|
//
|
|
// GUARDS — degrade to over-include (leave `clippedRegion` untouched), NEVER clip against a
|
|
// guessed polygon: the index is out of range, OR the indexed polygon is missing/degenerate
|
|
// (< 3 verts), OR it projects entirely behind the camera. Over-inclusion is the safe default;
|
|
// mis-resolution is the bug this method exists to remove. PortalPolygons is in lockstep with
|
|
// Portals, so index `otherPortalId` selects the reciprocal polygon. NEVER throws.
|
|
// Dat CellPortal flags bit 0 (DatReaderWriter.Enums.PortalFlags.ExactMatch; retail
|
|
// CCellPortal.exact_match at +0x14, acclient.h:32300).
|
|
private const ushort PortalFlagExactMatch = 0x0001;
|
|
|
|
private static void ApplyReciprocalClip(
|
|
List<ViewPolygon> clippedRegion, ushort otherPortalId, ushort portalFlags,
|
|
LoadedCell neighbour, Matrix4x4 viewProj)
|
|
{
|
|
if (clippedRegion.Count == 0) return;
|
|
|
|
// Retail skips OtherPortalClip entirely for exact-match portals — both cells share
|
|
// the SAME opening polygon, so re-clipping against the reciprocal can only re-derive
|
|
// the near-side clip: PView::ClipPortals decomp:433689
|
|
// `if (exact_match != 0 || other_portal_id < 0) goto propagate-without-reciprocal`.
|
|
if ((portalFlags & PortalFlagExactMatch) != 0) return;
|
|
|
|
// Direct back-link index (retail arg2->other_portal_id). Out-of-range → over-include.
|
|
if (otherPortalId >= neighbour.PortalPolygons.Count) return;
|
|
Vector3[]? reciprocalPoly = neighbour.PortalPolygons[otherPortalId];
|
|
if (reciprocalPoly == null || reciprocalPoly.Length < 3) return; // missing/degenerate → over-include
|
|
|
|
// §4 corner/doorway fix (2026-06-10): the reciprocal clip now runs the SAME homogeneous
|
|
// pipeline as the forward clip — retail PView::OtherPortalClip (decomp:433524-433563) routes
|
|
// the reciprocal polygon through the very same GetClip(finish=1) → ACRender::polyClipFinish
|
|
// homogeneous clipper as the near-side portal; there is no divide-first special case.
|
|
//
|
|
// HISTORY: this used to be ProjectToNdc + 2D ScreenPolygonClip.Intersect, justified by "the
|
|
// reciprocal is a back-portal one hop away — never near the eye". That assumption is FALSE
|
|
// exactly at doorways/corners: the reciprocal IS the same opening whose plane the eye presses
|
|
// against (2-60 cm). ProjectToNdc's MinW=0.05 eye-clip + side-plane clip + divide is knife-edge
|
|
// there — 2 cm eye moves flipped its output between "covers the region" and a duplicated-vertex
|
|
// hairline, which CellView.Add's snap-dedup then rejected → the neighbour room dropped from the
|
|
// flood for isolated frames → the corner/transition background strobe (CornerFloodReplayTests
|
|
// pins this deterministically; the glitch steps die with this change). The old path's other
|
|
// rationale — per-round float drift defeating the exact-match CellView dedup — is obsolete:
|
|
// CanonicalKey's 1e-3-grid snap dedup (2026-06-06) absorbs re-clip drift by construction.
|
|
var reciprocalClip = PortalProjection.ProjectToClip(reciprocalPoly, neighbour.WorldTransform, viewProj);
|
|
if (reciprocalClip.Length < 3) return; // reciprocal entirely behind the eye → no constraint (over-include)
|
|
|
|
// Intersect the reciprocal opening into each near-side polygon; drop any that fall away.
|
|
// ClipToRegion(subject=homogeneous reciprocal, region=near-side NDC polygon) = the same
|
|
// region-edge homogeneous Sutherland-Hodgman the forward hop uses (polyClipFinish port).
|
|
for (int k = clippedRegion.Count - 1; k >= 0; k--)
|
|
{
|
|
var tightened = PortalProjection.ClipToRegion(reciprocalClip, clippedRegion[k].Vertices);
|
|
if (tightened.Length >= 3) clippedRegion[k] = new ViewPolygon(tightened);
|
|
else clippedRegion.RemoveAt(k);
|
|
}
|
|
}
|
|
|
|
private static CellView GetOrCreate(Dictionary<uint, CellView> map, uint key)
|
|
{
|
|
if (!map.TryGetValue(key, out var v)) { v = new CellView(); map[key] = v; }
|
|
return v;
|
|
}
|
|
|
|
private static bool AddRegion(CellView view, List<ViewPolygon> region)
|
|
{
|
|
bool grew = false;
|
|
foreach (var poly in region)
|
|
grew |= view.Add(poly);
|
|
return grew;
|
|
}
|
|
|
|
// Camera→nearest-vertex distance for a portal polygon, in world space. Mirrors the per-portal
|
|
// min-distance loop retail runs in PView::InitCell (decomp:432988-433004) to key the todo list:
|
|
// it walks the portal's vertices, transforms each to world space, and keeps the smallest
|
|
// straight-line distance to the camera viewpoint. Keying on the portal opening (not the cell
|
|
// origin) is both retail-faithful and robust to cells whose WorldPosition was never populated.
|
|
private static float NearestPortalVertexDistance(Vector3[] localPoly, Matrix4x4 worldTransform, Vector3 cameraPos)
|
|
{
|
|
float best = float.MaxValue;
|
|
for (int i = 0; i < localPoly.Length; i++)
|
|
{
|
|
var world = Vector3.Transform(localPoly[i], worldTransform);
|
|
float d2 = Vector3.DistanceSquared(world, cameraPos);
|
|
if (d2 < best) best = d2;
|
|
}
|
|
return best == float.MaxValue ? 0f : MathF.Sqrt(best);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Distance-sorted work list for the portal BFS, ported from retail PView::cell_todo_list +
|
|
/// InsCellTodoList (decomp:433183). Insertion keeps the list ordered so the NEAREST cell sits at
|
|
/// the tail; <see cref="PopNearest"/> removes the tail — giving closest-first traversal exactly
|
|
/// as ConstructView's pop-from-(cell_todo_num-1) does (433767-433769). The insertion only shifts
|
|
/// entries strictly farther than the newcomer (retail's flag test breaks on the first
|
|
/// not-greater entry), so an equal-distance newcomer lands at the tail and pops FIRST —
|
|
/// LIFO on ties, matching retail's break-on-first-not-greater + pop-from-tail.
|
|
/// </summary>
|
|
private sealed class CellTodoList
|
|
{
|
|
private readonly List<(LoadedCell Cell, float Distance)> _items = new();
|
|
|
|
public int Count => _items.Count;
|
|
|
|
public void Insert(LoadedCell cell, float distance)
|
|
{
|
|
// Find the slot: scan from the tail (nearest) toward the head while existing entries are
|
|
// strictly nearer than `distance`, so the newcomer lands just ABOVE every entry that is
|
|
// farther-or-equal — i.e. nearest-at-tail order, LIFO on ties (an equal-distance
|
|
// newcomer inserts at the tail and pops first).
|
|
int idx = _items.Count;
|
|
while (idx > 0 && _items[idx - 1].Distance < distance)
|
|
idx--;
|
|
_items.Insert(idx, (cell, distance));
|
|
}
|
|
|
|
public LoadedCell PopNearest()
|
|
{
|
|
int last = _items.Count - 1;
|
|
var cell = _items[last].Cell;
|
|
_items.RemoveAt(last);
|
|
return cell;
|
|
}
|
|
}
|
|
}
|